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* BackTracking: Some levels require backtracking if the player wants to break all boxes, and some levels can't be cleared of boxes at all without earning gems from later levels first.
to:
* BackTracking: Some levels Levels, like "N. Sanity Beach" and "Cortex Power", require backtracking if the player wants to break all boxes, and some levels can't be cleared of boxes at all without earning gems from later levels first.
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* FollowTheMoney
to:
* FollowTheMoneyFollowTheMoney: The suspicious wumpas that seemnigly lead into nowhere in "Jaws of Darkness" lead a way to extra crates.
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* NonMammalMammaries: Tawna, obviously.
** Technically, Tawna ''is'' a mammal, but as bandicoots are marsupials, the mammaries should be in the pouch.
** Technically, Tawna ''is'' a mammal, but as bandicoots are marsupials, the mammaries should be in the pouch.
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* PasswordSave
to:
* PasswordSavePasswordSave: An alternative for those who didn't have a memory card back in the day.
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** Pinstripe Potoroo (Boss Stage): a Boss Battle in a wrecked office, with Pinstripe [[{{Scarface}} laughing like crazy while shooting everywhere with his machine gun.]]
** Rolling Stones: [[RollingStones the level's title, duh.]]
** Rolling Stones: [[RollingStones the level's title, duh.]]
to:
** Pinstripe Potoroo (Boss Stage): a Boss Battle in a wrecked office, with Pinstripe [[{{Scarface}} [[Film/{{Scarface}} laughing like crazy while shooting everywhere with his machine gun.]]
** Rolling Stones:[[RollingStones [[Music/RollingStones the level's title, duh.]]
** Rolling Stones:
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* SpinAttack
to:
* SpinAttackSpinAttack: Crash's main weapon.
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* TopHeavyGuy: The gangsters in "Cortex Power" and "Toxic Waste". In fact, they don't seem to have any legs at all.
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* OneUp: VideoGameLives are provided by icons of Crash's mug, eac accompanied by a *cha-ching* sound.
to:
* OneUp: VideoGameLives are provided by icons of Crash's mug, eac each accompanied by a *cha-ching* sound.
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* MadScientistLaboratory: "The Lab".
to:
* MadScientistLaboratory: "The Lab".Lab", which is filled with electornic equipment and yellow slime enemies.
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* OneUp: *cha-ching!*
to:
* OneUp: *cha-ching!*VideoGameLives are provided by icons of Crash's mug, eac accompanied by a *cha-ching* sound.
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* BlackoutBasement: "Lights Out" and "Fumbling in the Dark".
* BonusStage: There are three kinds of bonus stages; The Tawna stages that are mostly easy, Brio stages that are much harder and Cortex that are ''even'' harder. Tawna stages also let you save your game after completion.
* BonusStage: There are three kinds of bonus stages; The Tawna stages that are mostly easy, Brio stages that are much harder and Cortex that are ''even'' harder. Tawna stages also let you save your game after completion.
to:
* BlackoutBasement: Levels "Lights Out" and "Fumbling in the Dark".
Dark" barely have any light in them. For extra challenge, Aku Aku masks act as temporary lighting in them and If the player gets hit, they really are stuck fumbling in the dark.
* BonusStage: There are three kinds of bonus stages; The Tawna stages that are mostlyeasy, easy and act as save points, Brio stages that are much harder but provide plenty of of one-ups, and Cortex stages that are ''even'' harder. Tawna stages also let you save your game after completion.harder but require to be completed for HundredPercentCompletion.
* BonusStage: There are three kinds of bonus stages; The Tawna stages that are mostly
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* BottomlessPits
to:
* BottomlessPitsBottomlessPits: Even the ones with noticeable bottom act like one.
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* CheckPoint
to:
* CheckPointCheckPoint: The C-crates.
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* CrateExpectations
to:
* CrateExpectationsCrateExpectations: How else are you going to store all of those wumpas?
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** In the PAL version, Ripper Roo jumps more slowly, but The Lab has only one checkpoint instead of two.
* DummiedOut: "Stormy Ascent", the harder version of [[ThatOneLevel Slippery Climb]], was taken out at the last minute for being too difficult. It still exists in a mostly complete form (everything but the bonus level) and can be played with a Gameshark code.
* DynamicDifficulty: After few deaths you'll get a free Aku Aku mask to help you.
* DummiedOut: "Stormy Ascent", the harder version of [[ThatOneLevel Slippery Climb]], was taken out at the last minute for being too difficult. It still exists in a mostly complete form (everything but the bonus level) and can be played with a Gameshark code.
* DynamicDifficulty: After few deaths you'll get a free Aku Aku mask to help you.
to:
** In the PAL version, Ripper Roo jumps more slowly, but The Lab "The Lab" has only one checkpoint instead of two.
* DummiedOut: "Stormy Ascent", the harder version of[[ThatOneLevel "[[ThatOneLevel Slippery Climb]], Climb]]", was taken out at the last minute for being too difficult. It still exists in a mostly complete form (everything but the bonus level) and can be played with a Gameshark code.
* DynamicDifficulty: After fewdeaths deaths, you'll get a free Aku Aku mask to help you.
* DummiedOut: "Stormy Ascent", the harder version of
* DynamicDifficulty: After few
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* EvilLaugh: The gangster enemies in "Cortex Power" and "Toxic Waste" let out one when they attack you.
to:
* EvilLaugh: The gangster enemies in "Cortex Power" and "Toxic Waste" let out one when they attack start shooting at you.
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* ManEatingPlant: Encountered in the early jungle stages.
to:
* ManEatingPlant: Encountered in the early jungle stages.stages, and one secret underground path.
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* StockScream: The Howie scream of the Lab assistant enemies.
to:
* StockScream: The Howie scream of the Lab assistant enemies.enemies let out a Howie Scream when they fall to their doom.
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* SurveillanceDrone: Enemies in the third island.
* TacticalSuicideBoss: Cortex. Why does he keep firing those Plasma Blasts at Crash when he knows that he will just [[HoistByHisOwnPetard spin them back at him?]]
* TacticalSuicideBoss: Cortex. Why does he keep firing those Plasma Blasts at Crash when he knows that he will just [[HoistByHisOwnPetard spin them back at him?]]
to:
* SurveillanceDrone: Enemies They start appearing as enemies in the third island.
* TacticalSuicideBoss: Cortex. Why does he keep firing those green Plasma Blasts at Crash when he knows that he will just [[HoistByHisOwnPetard spin them back at him?]]
* TacticalSuicideBoss: Cortex. Why does he keep firing those green Plasma Blasts at Crash when he knows that he will just [[HoistByHisOwnPetard spin them back at him?]]
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* TennisBoss: The fights against Koala Kong and Dr. Cortex.
to:
* TennisBoss: The fights against Koala Kong (spin back certain boulders) and Dr. Cortex.Cortex (spin back those conveniently slower green blasts).
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* VideoGameLives
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* ButtonMashing: Pressing Square (the spin attack) too rapidly causes Crash to stall and make an odd noise. You have to wait a couple seconds before you're able to spin again. This was presumably put in so players couldn't just [[GameBreaker spin their way through everything.]] This feature was also present in the next two sequels.
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* DifficultyByRegion: The first boss, Papu Papu, has five hit points in the Japanese version (instead of three) and after the third hit, he starts attacking faster. Also, the password system was removed, forcing you to rely on saves (which were limited to the Tawna Bonus Rounds).
to:
* DifficultyByRegion: The first boss, Papu Papu, has five hit points in the Japanese version (instead of three) and after the third hit, he starts attacking faster. Also, the password system was removed, forcing you to rely on saves (which were limited to the Tawna Bonus Rounds).Rounds and after getting gems).
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** On the other hand, part of the level "The High Road" was removed, and Aku Aku sometimes gives you hints.
to:
** On the other hand, part of the level "The High Road" was removed, [[ThatOneLevel "Sunset Vista"]] was moved later in the game (switched with "Slippery Climb"), and Aku Aku sometimes gives you hints.
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** As for more minor differences, the following two games use a completely different character model for Crash[[hottip:*:except for certain death animations]].
to:
** As for more minor differences, the following two games use a completely different character model for Crash[[hottip:*:except Crash[[note]]except for certain death animations]].animations[[/note]].
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Deleted line(s) 29 (click to see context) :
** There are only a few basic death animations.
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* DifficultyByRegion: The first boss, Papu Papu, has five hit points in the Japanese version (instead of three) and after the third hit, he starts attacking faster.
to:
* DifficultyByRegion: The first boss, Papu Papu, has five hit points in the Japanese version (instead of three) and after the third hit, he starts attacking faster. Also, the password system was removed, forcing you to rely on saves (which were limited to the Tawna Bonus Rounds).
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** The PAL version slowed down Ripper Roo, but removed a checkpoint from The Lab.
to:
** The In the PAL version slowed down version, Ripper Roo, Roo jumps more slowly, but removed a The Lab has only one checkpoint from The Lab.instead of two.
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** The PAL version slowed down Ripper Roo, but removed a checkpoint from The Lab.
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Changed line(s) 27 (click to see context) from:
** Keys never reappeared.
to:
** Keys never reappeared. reappeared.
** There are only a few basic death animations.
** There are only a few basic death animations.
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*** Aku Aku's hints also appear in the Japanese versions [[VideoGame/CrashBandicoot2CortexStrikesBack of]] [[VideoGame/CrashBandicoot3Warped the]] [[VideoGame/CrashBandicootWrathOfCortex sequels]].
to:
*** Aku Aku's hints also appear in the Japanese versions [[VideoGame/CrashBandicoot2CortexStrikesBack of]] [[VideoGame/CrashBandicoot3Warped the]] [[VideoGame/CrashBandicootWrathOfCortex [[VideoGame/CrashBandicootTheWrathOfCortex sequels]].
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*** Aku Aku's hints also appear in the Japanese versions [[VideoGame/CrashBandicoot2CortexStrikesBack of]] [[VideoGame/CrashBandicoot3Warped the]] [[VideoGame/CrashBandicootWrathOfCortex sequels]].
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Added DiffLines:
* DifficultyByRegion: The first boss, Papu Papu, has five hit points in the Japanese version (instead of three) and after the third hit, he starts attacking faster.
** On the other hand, part of the level "The High Road" was removed, and Aku Aku sometimes gives you hints.
** On the other hand, part of the level "The High Road" was removed, and Aku Aku sometimes gives you hints.
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Trope misuse and zero context.
Deleted line(s) 28 (click to see context) :
* {{Expy}}: This game is a 3D version of ''DonkeyKongCountry'' with apples...er, Wumpa Fruit, instead of bananas and crates instead of barrels.
Deleted line(s) 69 (click to see context) :
* TrialAndErrorGameplay: Oh, so very much.
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Added DiffLines:
* {{Expy}}: This game is a 3D version of ''DonkeyKongCountry'' with apples...er, Wumpa Fruit, instead of bananas and crates instead of barrels.
Added DiffLines:
* TrialAndErrorGameplay: Oh, so very much.
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* SaveGameLimits: You can only save your game by completing bonus stages and collecting gems.d.
to:
* SaveGameLimits: You can only save your game by completing bonus stages and collecting gems.d.
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Deleted line(s) 70 (click to see context) :
* WhatCouldHaveBeen: The prototype version of the game contains several (very buggy) removed levels, but also some other changes. Most notably, Ripper Roo was originally located [[ClimaxBoss at the end of the first island]], along with Up The Creek. (This would explain his rather awkward placing in the final game, just 2 levels into the second island.) The fight is also somewhat harder, and [[ArsonMurderAndJaywalking his laugh is slightly lower-pitched.]] There were also "POW!" crates, which don't kill you ([[EverythingTryingToKillYou oddly enough]]), but make a pretty explosion when broken. A precursor to Nitro Crates, perhaps?
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Pulling to discussion.
Deleted line(s) 72 (click to see context) :
* WorldMap: The only ''Crash'' game to feature one. Subsequent games use {{Hub Level}}s instead.
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* SaveGameLimits: You can only save your game by completing bonus stages and collecting gems.
** ScrappyMechanic:...forcing you to find the tokens to find a bonus stage/collect a gem. You also cannot replay a bonus stage in order to save; if you finished it, you're out of luck. The password system helps matters, but not by much, and is needlessly long and complicated.
* ShoutOut: several.
** ScrappyMechanic:...forcing you to find the tokens to find a bonus stage/collect a gem. You also cannot replay a bonus stage in order to save; if you finished it, you're out of luck. The password system helps matters, but not by much, and is needlessly long and complicated.
* ShoutOut: several.
to:
* SaveGameLimits: You can only save your game by completing bonus stages and collecting gems.
** ScrappyMechanic:...forcing you to find the tokens to find a bonus stage/collect a gem. You also cannot replay a bonus stage in order to save; if you finished it, you're out of luck. The password system helps matters, but not by much, and is needlessly long and complicated.
gems.d.
* ShoutOut:several.Several.
** ScrappyMechanic:...forcing you to find the tokens to find a bonus stage/collect a gem. You also cannot replay a bonus stage in order to save; if you finished it, you're out of luck. The password system helps matters, but not by much, and is needlessly long and complicated.
* ShoutOut:
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Added DiffLines:
* EarlyInstallmentWeirdness:
** The only ''Crash'' game with a world map.
** Saving is rather non-standard, involving collecting three of a certain type of token.
** The game features tokens leading to bonus rounds.
** The game features passwords largely overshadowing the save system.
** Keys never reappeared.
** As for more minor differences, the following two games use a completely different character model for Crash[[hottip:*:except for certain death animations]].
** The only ''Crash'' game with a world map.
** Saving is rather non-standard, involving collecting three of a certain type of token.
** The game features tokens leading to bonus rounds.
** The game features passwords largely overshadowing the save system.
** Keys never reappeared.
** As for more minor differences, the following two games use a completely different character model for Crash[[hottip:*:except for certain death animations]].
Added DiffLines:
** ScrappyMechanic:...forcing you to find the tokens to find a bonus stage/collect a gem. You also cannot replay a bonus stage in order to save; if you finished it, you're out of luck. The password system helps matters, but not by much, and is needlessly long and complicated.
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None
Changed line(s) 64 (click to see context) from:
* WhereAreTheyNowEpilogue: Available after 100% completion, though it is [[{{Retcon}} retconned]] in the sequels.
to:
* WhereAreTheyNowEpilogue: Available after 100% completion, though it is [[{{Retcon}} retconned]] in the sequels. Except for maybe Ripper Roo, who is shown as a scholar in the second game.
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Added DiffLines:
** Technically, Tawna ''is'' a mammal, but as bandicoots are marsupials, the mammaries should be in the pouch.
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Changed line(s) 63 (click to see context) from:
* WhereAreTheyNowEpilogue: Available after 100% completion.
to:
* WhereAreTheyNowEpilogue: Available after 100% completion.completion, though it is [[{{Retcon}} retconned]] in the sequels.
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* WorldMap: The only ''Crash'' game to feature one. Subsequent games use {{Hub Level}}s instead.
to:
* WorldMap: The only ''Crash'' game to feature one. Subsequent games use {{Hub Level}}s instead.instead.
----
----
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[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/crash1_4304.jpg]]
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Fixed Namespace, yo!
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** Generator Room: Cortex's dead-eyed face is shown through screen, to remind everyone that "BigBrotherIsWatching". [[NineteenEightyFour No points for guessing the reference.]]
to:
** Generator Room: Cortex's dead-eyed face is shown through screen, to remind everyone that "BigBrotherIsWatching". [[NineteenEightyFour [[Literature/NineteenEightyFour No points for guessing the reference.]]
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BLAM misuse
Changed line(s) 60 (click to see context) from:
* WhatCouldHaveBeen: The prototype version of the game contains several (very buggy) removed levels, but also some other changes. Most notably, Ripper Roo was originally located [[ClimaxBoss at the end of the first island]], along with Up The Creek. (This would explain his [[BigLippedAlligatorMoment rather awkward placing in the final game]], just 2 levels into the second island.) The fight is also somewhat harder, and [[ArsonMurderAndJaywalking his laugh is slightly lower-pitched.]] There were also "POW!" crates, which don't kill you ([[EverythingTryingToKillYou oddly enough]]), but make a pretty explosion when broken. A precursor to Nitro Crates, perhaps?
to:
* WhatCouldHaveBeen: The prototype version of the game contains several (very buggy) removed levels, but also some other changes. Most notably, Ripper Roo was originally located [[ClimaxBoss at the end of the first island]], along with Up The Creek. (This would explain his [[BigLippedAlligatorMoment rather awkward placing in the final game]], game, just 2 levels into the second island.) The fight is also somewhat harder, and [[ArsonMurderAndJaywalking his laugh is slightly lower-pitched.]] There were also "POW!" crates, which don't kill you ([[EverythingTryingToKillYou oddly enough]]), but make a pretty explosion when broken. A precursor to Nitro Crates, perhaps?
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Added DiffLines:
In an effort to create a bunch of anthropomorphic, hyper-intelligent animals to serve as an army to lead them to world domination, Dr. Neo Cortex and Dr. Nitrus Brio create the Evolv-O-Ray, a device that can mutate any animal into a super-strong, hyper-intelligent warrior, and the Cortex Vortex, a brain manipulation device that can make anyone and anything a blind follower of Cortex's orders. One of their first experiments with the Evolv-O-Ray is Crash, a bandicoot snatched from the local island wilderness and chosen to serve as the leader of Cortex's army. However, the Cortex Vortex fails on Crash, and he is discarded as a failed specimen while Cortex and Brio prepare to experiment on Crash's love interest, Tawna. The next day, Crash washes up on the shores of N. Sanity Beach and vows to defeat Cortex and rescue Tawna from his fortress, with the help of a native mask spirit named Aku Aku who wants Crash to take down Cortex so he'll stop polluting the islands.
----
!!This game contains examples of:
* OneUp: *cha-ching!*
* BackTracking: Some levels require backtracking if the player wants to break all boxes, and some levels can't be cleared of boxes at all without earning gems from later levels first.
* BlackoutBasement: "Lights Out" and "Fumbling in the Dark".
* BonusStage: There are three kinds of bonus stages; The Tawna stages that are mostly easy, Brio stages that are much harder and Cortex that are ''even'' harder. Tawna stages also let you save your game after completion.
* BossArenaIdiocy: Sure thing Ripper, just jump in that exact same pattern so we can blow up the TNT right next to you.
* BottomlessPits
* CheckPoint
* ChuckCunninghamSyndrome: Tawna pretty much disappeared from the series after this game.
* CrateExpectations
* DummiedOut: "Stormy Ascent", the harder version of [[ThatOneLevel Slippery Climb]], was taken out at the last minute for being too difficult. It still exists in a mostly complete form (everything but the bonus level) and can be played with a Gameshark code.
* DynamicDifficulty: After few deaths you'll get a free Aku Aku mask to help you.
* EternalEngine: "Heavy Machinery" and "Castle Machinery".
* EvilLaugh: The gangster enemies in "Cortex Power" and "Toxic Waste" let out one when they attack you.
* FollowTheMoney
* FourEyesZeroSoul: The lab assistants.
* FullBoarAction: Boars appears as unkillable enemies in the bridge levels. You also get to ride one in "Hog Wild" and "Whole Hog".
* GiantEnemyCrab: Very first enemy that you come across in (and only in) "N. Sanity Beach".
* GreenHillZone / PalmtreePanic: "N. Sanity Beach".
* GunsAkimbo: The gangster enemies in "Cortex Power" are armed with two machineguns.
* IdleAnimation: Leave the controller alone and Crash starts throwing wumpa fruits in the air...which then land on his head.
* JigglePhysics: The only reason Naughty Dog's character designers thought it was a good idea to include Papu Papu as a boss was because the animators loved to animate jiggling fat.
* JungleJapes: "Jungle Rollers" and "Rolling Stones".
* LaughingMad: Ripper Roo.
* MadScientistLaboratory: "The Lab".
* ManEatingPlant: Encountered in the early jungle stages.
* NoDeathRun: Frustratingly, the only way to earn a gem is to break all the crates ''and not lose a single life''.
** You can get the gem after dying in a level - as long as you don't respawn from a checkpoint. Still really irritating though.
* NonLethalBottomlessPits: There are some seemingly bottomless pits that actually contain hidden crates, available after the proper colored gem is acquired. Frustratingly, you die if you fall into the pit without physically touching the gem platform, even after you have the gem.
* NonMammalMammaries: Tawna, obviously.
* NoSidepathsNoExplorationNoFreedom: the Crash Bandicoot series plays pretty much like a polygonal ''SuperMarioBros'' game, and the linearity of the levels is the obvious result, regardless of the game having 3D graphics.
* OneWingedAngel: After taking enough damage, N. Brio will drink his own concoctions and turns into giant green monstrosity.
* PasswordSave
* PowerupMount: The boar levels.
* PuzzleBoss: Ripper Roo.
* RodentsOfUnusualSize: Encountered in the BlackoutBasement levels.
* SaveGameLimits: You can only save your game by completing bonus stages and collecting gems.
* ShoutOut: several.
** Generator Room: Cortex's dead-eyed face is shown through screen, to remind everyone that "BigBrotherIsWatching". [[NineteenEightyFour No points for guessing the reference.]]
** Pinstripe Potoroo (Boss Stage): a Boss Battle in a wrecked office, with Pinstripe [[{{Scarface}} laughing like crazy while shooting everywhere with his machine gun.]]
** Rolling Stones: [[RollingStones the level's title, duh.]]
** Boulders: while IndyEscape is used in later games too, this is the only time where the reference to ''Franchise/IndianaJones'' is this clear.
*** Boulder Dash: aside from the aforementioned Indy Escape thing, the level's name isn't just a pun on "balderdash" by itself; the fact you're running away from a boulder makes it a reference to the actual ''BoulderDash'' game, too.
** Nitrus Brio (Boss Stage): Brio isn't just a case of JekyllAndHyde; the "monster" persona is also [[TheIncredibleHulk green, reckless and with his crotch being the only clothed body part.]]
* SoftWater: Crash survives the fall from Cortex's castle into the water in the opening cinematic.
* SpinAttack
* StockScream: The Howie scream of the Lab assistant enemies.
* SuperDrowningSkills: Crash vanishes as soon as he falls into water in "Upstream" and "Up The Creek".
* SurveillanceDrone: Enemies in the third island.
* TacticalSuicideBoss: Cortex. Why does he keep firing those Plasma Blasts at Crash when he knows that he will just [[HoistByHisOwnPetard spin them back at him?]]
* TakeItToTheBridge: "Road to Nowhere" and "The High Road". Watch out for the SpikesOfDoom below.
* TempleOfDoom: "Temple Ruins" and "Jaws of Darkness".
* TennisBoss: The fights against Koala Kong and Dr. Cortex.
* TurtlePower: Turtles are regular enemies. Their shells also make excellent springboards.
* VideoGameLives
* WhatCouldHaveBeen: The prototype version of the game contains several (very buggy) removed levels, but also some other changes. Most notably, Ripper Roo was originally located [[ClimaxBoss at the end of the first island]], along with Up The Creek. (This would explain his [[BigLippedAlligatorMoment rather awkward placing in the final game]], just 2 levels into the second island.) The fight is also somewhat harder, and [[ArsonMurderAndJaywalking his laugh is slightly lower-pitched.]] There were also "POW!" crates, which don't kill you ([[EverythingTryingToKillYou oddly enough]]), but make a pretty explosion when broken. A precursor to Nitro Crates, perhaps?
* WhereAreTheyNowEpilogue: Available after 100% completion.
* WorldMap: The only ''Crash'' game to feature one. Subsequent games use {{Hub Level}}s instead.
----
!!This game contains examples of:
* OneUp: *cha-ching!*
* BackTracking: Some levels require backtracking if the player wants to break all boxes, and some levels can't be cleared of boxes at all without earning gems from later levels first.
* BlackoutBasement: "Lights Out" and "Fumbling in the Dark".
* BonusStage: There are three kinds of bonus stages; The Tawna stages that are mostly easy, Brio stages that are much harder and Cortex that are ''even'' harder. Tawna stages also let you save your game after completion.
* BossArenaIdiocy: Sure thing Ripper, just jump in that exact same pattern so we can blow up the TNT right next to you.
* BottomlessPits
* CheckPoint
* ChuckCunninghamSyndrome: Tawna pretty much disappeared from the series after this game.
* CrateExpectations
* DummiedOut: "Stormy Ascent", the harder version of [[ThatOneLevel Slippery Climb]], was taken out at the last minute for being too difficult. It still exists in a mostly complete form (everything but the bonus level) and can be played with a Gameshark code.
* DynamicDifficulty: After few deaths you'll get a free Aku Aku mask to help you.
* EternalEngine: "Heavy Machinery" and "Castle Machinery".
* EvilLaugh: The gangster enemies in "Cortex Power" and "Toxic Waste" let out one when they attack you.
* FollowTheMoney
* FourEyesZeroSoul: The lab assistants.
* FullBoarAction: Boars appears as unkillable enemies in the bridge levels. You also get to ride one in "Hog Wild" and "Whole Hog".
* GiantEnemyCrab: Very first enemy that you come across in (and only in) "N. Sanity Beach".
* GreenHillZone / PalmtreePanic: "N. Sanity Beach".
* GunsAkimbo: The gangster enemies in "Cortex Power" are armed with two machineguns.
* IdleAnimation: Leave the controller alone and Crash starts throwing wumpa fruits in the air...which then land on his head.
* JigglePhysics: The only reason Naughty Dog's character designers thought it was a good idea to include Papu Papu as a boss was because the animators loved to animate jiggling fat.
* JungleJapes: "Jungle Rollers" and "Rolling Stones".
* LaughingMad: Ripper Roo.
* MadScientistLaboratory: "The Lab".
* ManEatingPlant: Encountered in the early jungle stages.
* NoDeathRun: Frustratingly, the only way to earn a gem is to break all the crates ''and not lose a single life''.
** You can get the gem after dying in a level - as long as you don't respawn from a checkpoint. Still really irritating though.
* NonLethalBottomlessPits: There are some seemingly bottomless pits that actually contain hidden crates, available after the proper colored gem is acquired. Frustratingly, you die if you fall into the pit without physically touching the gem platform, even after you have the gem.
* NonMammalMammaries: Tawna, obviously.
* NoSidepathsNoExplorationNoFreedom: the Crash Bandicoot series plays pretty much like a polygonal ''SuperMarioBros'' game, and the linearity of the levels is the obvious result, regardless of the game having 3D graphics.
* OneWingedAngel: After taking enough damage, N. Brio will drink his own concoctions and turns into giant green monstrosity.
* PasswordSave
* PowerupMount: The boar levels.
* PuzzleBoss: Ripper Roo.
* RodentsOfUnusualSize: Encountered in the BlackoutBasement levels.
* SaveGameLimits: You can only save your game by completing bonus stages and collecting gems.
* ShoutOut: several.
** Generator Room: Cortex's dead-eyed face is shown through screen, to remind everyone that "BigBrotherIsWatching". [[NineteenEightyFour No points for guessing the reference.]]
** Pinstripe Potoroo (Boss Stage): a Boss Battle in a wrecked office, with Pinstripe [[{{Scarface}} laughing like crazy while shooting everywhere with his machine gun.]]
** Rolling Stones: [[RollingStones the level's title, duh.]]
** Boulders: while IndyEscape is used in later games too, this is the only time where the reference to ''Franchise/IndianaJones'' is this clear.
*** Boulder Dash: aside from the aforementioned Indy Escape thing, the level's name isn't just a pun on "balderdash" by itself; the fact you're running away from a boulder makes it a reference to the actual ''BoulderDash'' game, too.
** Nitrus Brio (Boss Stage): Brio isn't just a case of JekyllAndHyde; the "monster" persona is also [[TheIncredibleHulk green, reckless and with his crotch being the only clothed body part.]]
* SoftWater: Crash survives the fall from Cortex's castle into the water in the opening cinematic.
* SpinAttack
* StockScream: The Howie scream of the Lab assistant enemies.
* SuperDrowningSkills: Crash vanishes as soon as he falls into water in "Upstream" and "Up The Creek".
* SurveillanceDrone: Enemies in the third island.
* TacticalSuicideBoss: Cortex. Why does he keep firing those Plasma Blasts at Crash when he knows that he will just [[HoistByHisOwnPetard spin them back at him?]]
* TakeItToTheBridge: "Road to Nowhere" and "The High Road". Watch out for the SpikesOfDoom below.
* TempleOfDoom: "Temple Ruins" and "Jaws of Darkness".
* TennisBoss: The fights against Koala Kong and Dr. Cortex.
* TurtlePower: Turtles are regular enemies. Their shells also make excellent springboards.
* VideoGameLives
* WhatCouldHaveBeen: The prototype version of the game contains several (very buggy) removed levels, but also some other changes. Most notably, Ripper Roo was originally located [[ClimaxBoss at the end of the first island]], along with Up The Creek. (This would explain his [[BigLippedAlligatorMoment rather awkward placing in the final game]], just 2 levels into the second island.) The fight is also somewhat harder, and [[ArsonMurderAndJaywalking his laugh is slightly lower-pitched.]] There were also "POW!" crates, which don't kill you ([[EverythingTryingToKillYou oddly enough]]), but make a pretty explosion when broken. A precursor to Nitro Crates, perhaps?
* WhereAreTheyNowEpilogue: Available after 100% completion.
* WorldMap: The only ''Crash'' game to feature one. Subsequent games use {{Hub Level}}s instead.